These aren’t frame drops. You’re seeing stutters and freezes because memory is being released and the GC is running. There are other processes that cause similar effects, but I’ll leave it at that. Imagine you’re creating 10,000 objects every frame, or, say, just one, but a very large one. And then, every frame, it changes slightly. And it’s immutable, for example. What happens? The old object remains in memory, whilst the new one is created in a different part of memory. And so on, 60 times a second. At some point, memory runs out and the GC kicks in. It starts freeing up tangled memory containing large amounts of data. This takes time; at some point, it can take up to tens of milliseconds. At that moment, the application freezes for those few milliseconds.
There is also a major issue with memory allocation, which is generally quite difficult to manage and monitor in VVVV. Put simply, certain processes temporarily occupy memory space, and clearing this space subsequently places a load on the GC. If this happens frequently, the load can be significant. Working with strings, for example, is a classic case in point. In C#, there are Span classes to work around this problem, but VVVV does not have anything similar (straight out of the box). But probably it’s not the case.
Yes, VSync is important, but it doesn’t solve the problem of freezes and stutters. Yes, it would be good to check whether everything is running on the correct graphics card. But most likely, your problem simply lies in the application’s architecture. Carry out a thorough refactoring, keeping in mind the memory layout and how the Garbage Collector works. Just have a chat with a neural network about this; it will give you a huge boost in understanding the problem.
Unfortunately, unlike some game engines, as far as I know, VVVV doesn’t have profiling tools where you can clearly see where CPU time is being spent and what is causing the freezes and stutters. Perhaps there are third-party tools from the C# ecosystem, or Stride might be able to help with this.